Wednesday, March 19, 2014

Testing Now you have created yourself a good hypothesis for what should work to create the right ex

Crisp's Blog Framework for gamification - Create better concept that engages and increases LTV
Gamification (or gamification in Swedish) means using game-related elements or drivers for something that is not a game. Common examples of this are, for example, various loyalty program where points every time you shop. Or virtual services which the user can get assignments that give points when performing them. How does gamification?
The purpose of gamification is to increase the motivation to do anything, it should also be rules to follow - and it should be voluntary. It can also be a way to create a change towards something that the user wants, such as exercising more or eating more healthily. However, it must NOT be a winner and a loser - but there should be some type of outcome renta - and it should be something that makes it fun and the user feels that they want to redo. Examples of gamification
Purpose: Motivate the user to exercise more - and of course to create a community and thereby perhaps in förlägningen earn money by, for example, sell virtual goods (more features, or anything that creates benefits for the player).
Common knowledge to work collaboratively in groups to create consensus and reduces unnecessary misunderstanding renta later in development. It provides faster feedback loops that work together - and therefore faster time to market. It also provides a broader view of the possibilities that may exist and to create more better solutions.
Users and motivation Describe your key players who will take part of your gamification. Who is the hen? What has hen for age, where live hen, social situation? What has hen for values, what are the problems or triggers? What has hen relationship to your product or service? renta
Behavior What do you want the player to do? What are the behaviors that the players have been affecting the purpose, although it may be indirectly? renta When you describe renta the behavior that leads to that purpose is fulfilled so you should also consider how it affects the player. How to get the player feedback that they achieve goals or milestones?
Activity Loops - scenarios describe in more detail how to get the player to engage with your gamification. Describe the feedback renta system gives to the player, and how feedback the player to move forward. Describe how the flow looks for the player in the system, including how the new player enters the system and how it creates interest for more experienced players.
What is it that makes it fun? Although it is a bit more abstract than the other parts, it is equally important that there is something in your gamification that makes it fun - or exciting. Try to evaluate what it is that makes it fun - what is the driving force behind? Would your gamification be fun even if you did not get any reward?
How do we do it? Now, you have probably already identified several artifacts that you will use to drive the player forward towards the goal and create an exciting and fun experience. Now is the time to begin to sketch out how your system renta should look like in more detail. What are the different game elements involved? How do these players and the feedback hen gets and what is the flow out when the hen makes his way toward the goal? What are the technological options that should be taken? For example you can start looking at whether there should be a platform, or on a personal level. And which platforms should be on. Is it text based, renta an iPhone app, a desktop site - or involve the experience and use all platforms?
Testing Now you have created yourself a good hypothesis for what should work to create the right experience for the player to hen will help to fulfill the purpose. You have also created simple sketches and flows with the important parts of your gamification. Now you can test them on users. Make use of the scenarios that you created to generate activity loops to give the player information hen solving. Notice how it goes, what the player experiences and ask hen to tell what hen look and feel. If something happens that you did not expect? You often learn an incredible amount of testing on real users. Firstly, you must get through these scenarios in the sketches or prototype first to see it go - and then you get to hear what the user thinks and see how it goes. Here you can read a previous article on gamification of everyday life: Gamification at home - every one is a winner every day!
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Mia Kolmodin
Alexander Tarnowski


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